Jack The Black Gambler Overview Statistics Strength: 22 + 2.0 Agility: 22 +2.0 Intelligence: 33 + 3.3 Affiliation: Dire HP/mana: 620/200 Damage: 63-84 Range: 600 Movespeed: 290 Armor: 3 Turn rate: 0.65 Vision range: 1800/800 Attack animation: 0/0.25 BAT: 0.5 Magic resistance: 25% Collision size: 24 Lore "WANTED: One wizard named Jack. Dead or alive. Convicted of cheating the Booty Bay casino of over 10,000,000 gold. Be on the lookout for his large afro and handlebar goatee." Background Story Hero Introduction Background Story: It had been years since Jack the Black Gambler had robbed Booty Bay, and living a life of luxury in the Naidanac Highlands was now his purpose. If he were to step foot anywhere else he would surely be put to death by the Booty Bay pirates or a bounty hunter of any sort. The Naidanac natives were an interesting folk, and Jack was quickly assimilated into their culture. They loved music, games, and risk. The one thing they disliked most was cheating and stealing. All of these things Jack knew well from his former life. But one of their strangest traditions was dressing up as animals and being festive together... which was perfect for Jack to maintain a disguise and keep his true identity unknown. Thus, he donned the costume of a dark cheetah. One night after winning too many hands at blackjack and drinking too many Magic Martinis, Jack was taken by surprise. The Naidanac casino called him a dirty cheater and he was pulled into a back room and forced to take off his disguise. With his trusty deck of cards in hand, Jack ripped off his fur suit, and threw cards in a flurry... BLACKJACK, BLACKJACK, BLACKJACK!! All of his captors were stunned and knocked unconscious. Jack put back on his fursuit, gathered all of the gold he could find, and escaped the casino. Today, Jack roams the world in the costume as a dark cheetah... looking for any opportunity to play a hand... for anyone who will pay him the most. Hero Introduction: Jack is a hero who plays a game of Blackjack on the field. He throws cards at enemies with a specific value chosen at random per use of two of his skills. These values follow your standard deck of cards and are as follows. 2 3 4 5 6 7 8 9 10 Jack (10) Queen (10) King (10) Ace (11) Jack basically can throw a card to Stun or Damage an enemy. The stun or damage value is based upon the card thrown. When a card hits an enemy the enemy is granted a value above their head, only visible to Jack and the enemy. It disappears after a short period of time. If that value, after numerous cards hits 21, Jack gets a massive bonus. If Jack busts and goes over 21 then there are negative consequences including a long silence. Abilities Talents HIT STAY DOUBLE-DOWN 21 or BUST! Icon Ability: Active Target: Single Target Affects: Target Unit Damage: Magic Descriptions Statistics Notes How to use Target unit randomly receives between 2 and 11 damage (multiplied by 10/20/30/40) and is marked with the value between 2 and 11 above their head. Cast animation: .21/ .21 Cast range: 600/700/800/900 Damage: x10/x20/x30/x40 Value Duration: Passive Value stored for 10 seconds or until refreshed Applies value of 2-11 above target units head. Damages the target based on the random Value. After 10 seconds without using Hit or Stay the target's value returns to zero. Non-Hero units do not store values. Values can be purged/dispelled. Magic Immunity does not remove Values. It's a very simple nuke with an equal chance of high and low damage. Due to it's very low cooldown at level 4 the hero can spam it on the battlefield to cause quick burst damage. However, if the hero "busts" (goes above 21 values) on an enemy hero before the value duration has refreshed (10 seconds) then Jack will become silenced, losing his ability to spam the skill for a short period of time. Icon Ability: Active Target: Single Target Affects: Target Unit Damage: None Descriptions Statistics Notes How to use Target is randomly stunned between 2 and 11 seconds (divided by 5/4/3/2) and is marked with the value between 2 and 11 above their head. Cast animation: .21/ .21 Cast range: 600/700/800/900 Stun Duration: Value divided by 5/4/3/2 Value Duration: Passive Value stored for 10 seconds or until refreshed Applies value of 2-11 above target units head. Damages the target based on the random Value. After 10 seconds without using Hit or Stay the target's value returns to zero. Non-Hero units do not store values. Values can be purged/dispelled. Magic Immunity does not remove Values. This is another simple stun with a longer cooldown than Hit. Hit and Stay are meant to be used in succession. A typical flow of casting would be Hit > Stay > Hit, or in some cases Hit > Double-Down > Stay > Hit depending on the situation and the strength of the values. Ultimately, this skill is a reliable single-target disable that can at max stun a single target for 5.5 seconds. Icon Ability: Buff Target: Self Affects: Self Descriptions Statistics Notes How to use Activate to double the value of Hit or Stay on the following cast. Cast animation: 0.21/0.21 Duration: 5 Upon activation, Jack will have 5 seconds to double the Value of his next cast (Hit or Stay) Jack cannot Double-Down on a target if their value is greater or equal to 17. It will be treated as a normal cast. It is good to open an initiation with this skill to avoid a Bust. If Jack Doubles-Down on an Ace (11), on initial cast, then it will be counted as 21! (Not a bust) If Jack Doubles-Down and then goes over 21 on a unit with a Value, then it will be counted as Bust! This is Jack's secret weapon. It is what allows him to deal insane burst damage and can lead to upwards of a 10.5 second single-target stun. If Jack doubles-down on an Ace for an initial cast then it counts as 21 and he will receive a buff (see: 21 or Bust!). This skill is also very risky because it is very easy to Bust when this skill is cast if not used wisely. Players will need good judgement and understanding of Values in order to use this skill properly on the battlefield. Icon Ability: Passive Affects: Self Damage: Magic Descriptions Statistics Notes How to use 21: If a units total Value hits exactly 21 then Gambler will receive a 30/50/70% MS/AS bonus for 7 seconds and will deal 5/6/7% of his total gold pool in bonus damage (does not lose the gold). Gambler will also receive double the bounty from the Valued hero so long as the hero dies within the 7 second duration. Bust: Any time that Gambler goes over 21 on a unit, he busts, causing the difference between the units total value and 21 (x20/x40/x60) in a 1000 AoE. Gambler is also silenced for 7 seconds and loses 5/6/7% of his current gold pool. Cast animation: On 21: Effect: Jack gets a particle effect to show he has a buff. Duration: 7 On Bust: Effect: Jack explodes and is covered in ash while he is silenced. AoE: 1000 Damage: Target unit's total Value - 21 x (x20/x40/x60) Other effect: Jack is Silenced Duration: 7 21!: Jack can cast Hit/Stay around the battlefield to rack up Values on multiple heroes, but once a heroes Value hits 21, then Jack will get the 21! buff. All other heroes will keep their respective values until the 10s refresh time wears off. If Jack hits 21 on multiple heroes, the duration will refresh but will not exceed 7 seconds. Bust!: Once a heroes Value exceeds 21, then Jack will get the Bust! debuff. All other heroes will keep their respective values until the 10s refresh time wears off. Bust!: The nuke damage AoE comes from the hero Hit/Stay was cast on. So, let's say Jack Busts on a hero surrounded by 5 other heroes, then all 5 heroes would receive the magic damage. 21 or Bust! is the metagame for Jack. Jack can successfully reach 21 quickly by combining an Ace with a Face Card (Jack/Queen/King), or a 10. Otherwise, he can combine smaller numbers to reach 21. With this buff he will receive bonus move speed, bonus attack speed, and bonus damage based on his gold. He will also receive a higher bounty similar to Bounty Hunter's track. On Bust, Jack is faced with a different scenario and is penalized himself for going over 21. If Jack Busts and a target heroes value goes over 21, then the target hero will deal damage to units surrounding it in a 1000 AoE. Jack will also be silenced for 7 seconds and receive a gold penalty after this happens. The maximum AoE damage (which has a very small chance of actually occurring) is 10 > 10 > Double-Down > Ace (damage = 1260). Both 21 and Bust can be used tactically. 10 15 20 25 Left Right +25 Attack Speed +15% XP Gain Left Right +10 Mana Regeneration +100 Cast Range Left Right +150 GPM -4s Stay Cooldown Left Right -4s Silence Duration on Bust. +200 AoE on Hit and Stay Strategy Synergies Counters General Strategy Laning Phase and Early Game Mid Game High Ground, Late Game and Beyond Combine Hit, Stay, and Double-Down to maximize chances of reaching 21. Cast on multiple heroes to create multiple "hands". Play the game on more than one hero, increase the chances of reaching 21. Jack must keep the 10 second refresh duration in mind while on the battlefield, as a hero can remove their Value by escaping Jack's cast range for 10 seconds. Jack, if played well, can afford good items through bonuses to transition from a ganking support to a hard-carry. Due to his low BAT but high mana cost, Jack needs experience but can execute lane dominance pretty easily. He is a solid mid-lane hero, similar to Invoker, but can also do well in the safe lane, or off-lane if only to soak XP and provide minimal harassment. He is an excellent ganker with an arsenal of reliable nukes and stuns, however the damage and durations are based mostly on luck, so it's good to use Double-Down wisely. In Mid-Game, Jack should have the mana and gold pool to be able to effectively spam his abilities. At this point he should be focused on putting values on multiple heroes at once to try and reach 21. The gold bonuses will help Jack transition into the late game with carry items and an even stronger mana pool. Jack at his fullest potential will have a zero second Bust silence duration with Aghanims and his left lvl 25 talent. This means he can spam as much as he wants without penalty. This could mean tons of AoE damage in teamfights and hopefully the items and gold pool to make his right-clicks in 21 buff effective. Alternatively, his lvl 25 right talent adds 200 AoE to his skills, allowing him to deal splash damage and splash stun, and most of all, add splash values to multiple targets. There are many ways to play this hero in the late game, but it is also easy to end up like an under-farmed Ogre Magi. A great Jack requires great timing, maneuverability, macro, and most of all, luck. Allies and Good Items Heroes Items - Outworld Devourer - Like any hero who spams skills that require mana, OD is a great partner for Jack. OD can also use Astral Imprisonment to disable enemies, or Jack, long enough for his cooldowns to come back for another cast. However, there will likely be battles for Mid with this combination. - Dark Seer - Much like DS's synergy with Lion, a DS/Jack combo can be brutal if Jack manages to reach his lvl 25 AoE talent. This could mean a 5 second stun for 5 vacuumed heroes. - Omniknight - What more could a squishy burst-damage caster ask for than repel? Repel will allow Jack to maneuver the battlefield to cast as he pleases. The same case goes for Guardian Angel. Degen Aura will also allow Jack to keep up with fleeing enemies and continuously cast Hit on them. Omni and Jack make great lane partners. - Aether Lens, to increase the Range of "Hit", "Stay", and "Bust". - Aghanims Scepter, reduces "Bust" silence and provides "Cheat" passive ability. - Octarine Core, to reduce "Double-Down" and "Stay" cooldown, while also providing healing from "Hits" - BKB, because Silence is Jack's worst nightmare. - To manage your gold pool, especially if you are roaming. Enemies and Bad Items Heroes Items - Skywrath Mage - Really, any hero with a silence is going to make playing Jack difficult. But with Jack being squishy as well as magic-dependent, SWM is a nemesis. - Phantom Lancer - Because getting up-close and personal is an issue for Jack, and being a Single Target hero, PL can easily initiate on him, (usually) burning his mana in the process. - Night Stalker - Again, Silence, as well as durability. Though Night Stalker is the bane of most INT heroes. - Bloodthorn - It's redundant. But I guess it could be picked up when absolutely necessary. Jack should focus more on items that increase his mana pool. - Sange and Yasha - Despite his low BAT, Jack has no use for any item that increases anything without including Intelligence. - Shadow Blade - Glimmer Cape or Blink are much better options for maneuverability. - Veil of Discord - Not really necessary due to lack of reliable mass AoE unless in very special situations (i.e. Dark Seer combo) Changelog Special Thanks Spoiler: Changelog DD/MM/YYYY Hero Created 12/24/16 2/10 - Unable to double down on a unit whose value is greater or equal to 17. Thank you @summer-penguin, @Dark Mizuki, @mutantmagnet for suggestions. Thank you @Eli_Green for template.